![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
A-ganger
![]() Join Date: Mar 2005
Posts: 76
Downloads: 0
Uploads: 0
|
![]()
I'm not making predictions about Sh4, I'm simply saying that in SH3, the events that typically happen after you have made your attack do not play out with the same level of excitement or challenge as in other sub sims.
Evasion, damage control and survival should be the climax of a sub battle. In SH3 I simply dive, go to silent running, and escape. No near misses, no flickering lights, no minor damage, and certainly no being held underwater for hours at a time. Most accounts I have read about boats being depth charged were completely unlike what I've experienced in the game. As Beery said, most sub commanders survived, (but most, I would add, could tell hair raising stories about being depth charged) I cannot, and I've been playing a few hours a week for over a year now, on the highest difficulty level. I submit that the damage system in SH4 could use far more attention than it got in SH3. We need many more kinds of minor damage that can create challenges for the commander, and we also need longer DC attacks. Trout |
![]() |
![]() |
![]() |
#2 |
A-ganger
![]() Join Date: Mar 2005
Posts: 76
Downloads: 0
Uploads: 0
|
![]()
"Don't expect DD AI in SHIV to ALWAYS be more aggressive or lethal than SHIII. That would not be historically accurate"
PV, I forgot to respond to these points: If aggressive means tenatious, then yes, it would be more historically accurate to have longer ASW battles. Accounts I've read from both theatres indicate that destroyers and other sub hunters simply don't bugger off that quickly. As to lethality, I agree with Beery that we don't need attacks to be more lethal. I simply feel they should last longer and do more damage. Trout |
![]() |
![]() |
![]() |
#3 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
As to the amount of time destroyers spend hunting you in SHIII, part of it seems to be the routine that governs time spent away from the convoy. A lone destroyer or hunter/killer group should stay with you until they are sure you're dead or have lost contact for at least an hour. The ones tied to escort duty don't have that luxury. In real life spending too long hunting for one submarine could allow others in the area to attack too easily. The escorts have a time limit between when they lose contact with you and when they return to their escor duties. After all, keeping the enemy away from the convoy is as good as killing him, if he's too far behind to resume his attack.
One of the problems with SHI was that the destroyers could be too tenacious. |
![]() |
![]() |
#4 | |
Sonar Guy
![]() Join Date: May 2005
Posts: 398
Downloads: 0
Uploads: 0
|
![]() Quote:
SH4 does not need to be harder then SH3, but the way in which ASW takesplace should evolve a bit. make DD's a bit more conservative with depth charges (and a bit more inaccurate) but a bit more persistant and lee likely to give up. difficulty stays the same but realism improves.
__________________
Were there monkeys? Some terrifying space monkeys maybe got loose? |
|
![]() |
![]() |
![]() |
#5 | |||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
|
![]() Quote:
Quote:
Quote:
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
|||
![]() |
![]() |
![]() |
#6 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
|
![]() Quote:
It's the same with gun camera footage. Have you ever seen gun camera footage where a pilot put hundreds of rounds of ammo into an enemy plane to no effect? I haven't. Yet these types of things happened most of the time. But for a TV documentary they need gun camera footage where something explodes or breaks up after a few seconds. This is why air combat simulations give such a poor representation of air combat - the people making the sim assume that infotainment of the sort we get on The Military Channel represents real data and hard fact. So we get sims where air combat lasts the same amount of time as a two-second snippet of gun camera footage from an air war documentary (yes, I'm talking about IL-2), or we get sub sims where every depth charge engagement is an endurance test. This is why campaigns in most air combat and sub combat sims have been impossible to survive - in real life half of WW2 fighter pilots survived the war, and 3/4 of U-boat commanders survived the war, but in every air combat and sub sim I've ever played it's virtually impossible to survive for more than a few weeks. Modern media mislead us because they need sound and visual bytes - a couple of seconds of film that shows a gripping story, or a sentence that grossly misleads the viewer about casualty rates in WWI air combat: who hasn't heard the sentence "The life expectancy of a pilot in WW1 was two weeks"? It's completely false - the true life expectancy was between one and two years. Documentaries often use the life expectancy for untrained pilots thrown into the breech during the worst month of the war, and 'accidentally' use this statistic as if it applies to the whole conflict. In other words, documentaries and anecdotal evidence should be taken with a pinch of salt. They're entertaining, and single experiences can even be true in themselves, but unless you have the whole context it's just not realistic to rely on anecdotal evidence when you need to find data relating to the entire experience (such as you need when building a simulation). One U-boat's exceptional experiences never equate to the entire experience of the U-boat war. Reality is a lot more mundane than anecdotes would have you believe.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
|
![]() |
![]() |
![]() |
#7 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
Location: Atlanta, GA, USA
Posts: 1,079
Downloads: 6
Uploads: 0
|
![]()
[/quote] Reality is a lot more mundane.[/quote]
And that is exactly why most of us play games BUT we still want them to be REAL SIMULATIONS !!! JIM
__________________
If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
![]() |
![]() |
![]() |
#8 |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
|
![]()
My point was that if someone's facing death every day, then facing it only once a week would be more mundane, but I'm sure whatever he's doing when he's facing that more mundane threat would still make a good simulation. There would be no need to make it into an arcade game to make it more exciting, as I think a realistic simulation of facing death once a week would be exciting enough.
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
![]() |
![]() |
![]() |
#9 |
Let's Sink Sumptin' !
|
![]()
I have to agree...drives home the old maxim that war is usually 90 percent boredom and 10 percent sheer terror.
__________________
![]() ![]() --Mobilis in Mobili-- |
![]() |
![]() |
![]() |
#10 | |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
|
![]()
Thanks a huge deal for your reply, Beery, that was really educational
![]() Quote:
Silent Hunter IV should be like that. They need to implement supplies (in this context spare parts), too, so that you can't just keep repairing everything without re-supplying.
__________________
|
|
![]() |
![]() |
![]() |
#11 |
A-ganger
![]() Join Date: Mar 2005
Posts: 76
Downloads: 0
Uploads: 0
|
![]()
Beery,
I've played through a number of campaigns in 1.5 years and I've lost count of how many DC attacks there have been. I've read a fair number of decent books and some "hollywood" garbage too. I have an MA in history and am probably qualified enough to know the difference most of the time. I'll conceed that it was not a rare thing to escape an attack quickly and without damage. But attacks that did last hours and create damage were not uncommon either. In the game they hardly ever happen. It is significant that we never have to worry about battery charge or co2 and air supply. So I've experinecd probaby hundreds of DC attacks and NEVER worried about my air supply?! Even playing into mid-1944 this is one of the least challenging sim's I've experience. To challenge yourself you need to focus on racking up huge tonnage scores and/or taking silly risks. Somthing is not right and I'm simply suggesting that a more detailed and complex damage model would create more realistic encounters. Trout |
![]() |
![]() |
![]() |
#12 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: Music City
Posts: 683
Downloads: 5
Uploads: 0
|
![]()
No offense to anybody, but IMO if SH3 - even played at just 50% reality - is "easy" for a player after late 1943, that experience is the exception rather than the rule. For me the AI destroyers are tough enough - although I would agree that there's a need for better strategic AI (just as with weather).
In fact, my problem is that with SH3 by the end of '44 or '45 I can almost count on getting killed - from my point of view the AI is actually too hard; the lethality of ASW goes up too much, while the general skill of the AI does not. Same with planes. In SH3, if you see 1 and shoot it down (late war), the AI will respond by sending 2 or 3. Shoot those down, it sends 5 or 6. The more you shoot down, the more it throws at you, until you there are too many and you have to dive. Lethal, yes. Realistic, no. So for me the problem with SH3 is, IMO, that the ability to survive falls into a linear progression from "so easy it's ridiculous" in the early war to "virtually impossible" by the end. That's just my two cents - but I rarely play the game on 100% real so my perspective may be skewed as a result.
__________________
![]() Jack's happy days will soon be gone, To return again, oh never! For they've raised his pay five cents a day, But they've stopped his grog forever. For tonight we'll merry, merry be, For tonight we'll merry, merry be, For tonight we'll merry, merry be, But tomorrow we'll be sober. - "Farewell to Grog" |
![]() |
![]() |
![]() |
#13 | |||||
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
|
![]() Quote:
Quote:
Quote:
Quote:
Quote:
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
|||||
![]() |
![]() |
![]() |
#14 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
Posts: 2,497
Downloads: 0
Uploads: 0
|
![]() Quote:
__________________
"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
|
![]() |
![]() |
![]() |
#15 | |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: Music City
Posts: 683
Downloads: 5
Uploads: 0
|
![]() Quote:
![]()
__________________
![]() Jack's happy days will soon be gone, To return again, oh never! For they've raised his pay five cents a day, But they've stopped his grog forever. For tonight we'll merry, merry be, For tonight we'll merry, merry be, For tonight we'll merry, merry be, But tomorrow we'll be sober. - "Farewell to Grog" |
|
![]() |
![]() |
![]() |
|
|